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That being said on a side note, I do think I recall having that happen a long time ago, and if I recall it was a mod compatibility issue between Vanilla Expanded Framework and another mod. You might strip down your modlist and see if it still persists.
Other then that there isn't much I can do, sorry!
It should work with that mod but ive never used that.
If it is and biomes are not generating in new worlds still, you've got some other mod causing issues.
TLDR the armor stats were based off popular similar mods at the time, such as VFE medieval. In Vfe medieval, plate helmets would add something like -2.0 Melee hit chance, ect.
The idea was to have stats be slightly lower but focus on stat benefits, that being said It appears I got lost along the way. Early content I made like that tends to have some over tweaking and ill probably nerf the stats a bit to bring them more in line with other mods and offerings. It wont be too exhaustive though as I don't actively play rimworld as much anymore, so in regards to fine tuning i might be a bit out of touch.
https://gist.github.com/HugsLibRecordKeeper/167a843c14e218425aa2d5e1ff74293b
[Edo Themed Expansion - Start of stack trace]
Verse.PatchOperationAdd(xpath="/Defs/VCE_Fishing.BiomeTempDef[defName="VCEF_BiomeWarm"]/biomes"): Failed to find a node with the given xpath
Verse.PatchOperationFindMod(Vanilla Fishing Expanded): Error in <match>
In any case, thank you for the mod!
Fixed Haiku spot cost error
Fixed Shikui wall blueprints not being drag-able
For the folks who don't want the biome, there is a change in how you toggle it off. Now, instead of using VEF's toggle-able patches Edo Themed Expansion has its own dedicated mod settings page. By default the biome is enabled, switch it off before generating your save if you don't want the biome.
Although the ve team tends to be pretty quick.